new in final version:The most important piece of news is that the neon objects will be installed with GAMI installer into gta3.img to make it easy for everybody.At this time will not be replaced arrow.dff, tar_civ2.dff, tar_gun1.dff, tar_gun2.dff, twoplayer.dffbut these models:drug_green.dffdrug_orange.dffdrug_red.dffdrug_white.dffdrug_yellow.dffdyn_drugs.txdbecause of two reasons1. by replacing arrow.dff, tar_civ2.dff etc., the textures wasn't correct2. Ryosuke replaces the tar_gun1, tar_civ1 etc.- objects for the MetalGearRay-ModThe neon.img isn't neccesary anymore, but can be installed again with Neonpatch, for all who want to play Pimp my Car Final with Neon.img like with Pimp my Car AlphaDownload: PmC_final_Neonpatch

Also new is that the effects.fxp und effectPC.txd must be replaced at any rateThe new effects.fxp and effectPC.txd supports oCains SnowFX mod, containes nice new effects and allows to have a beautiful new NOS-flame for the HyperNOS-feature

The HyperNOS-feature takes a big part of the PmC script. You can choose between different Modi and edit the position.(in submenue "MORE")

Driftsmoke script is new (enable in submenue "MORE")

soundscript is new , inclusiv soundfirst, for the sound HyperNOS-feature, on the other hand, you can turn on Police-siren-sound, if you type SIREN while in car

Realtime (in submenue "Envirement")

new in menue "Special". Throw grenades, blue-red policelight

some bugs and unneccesary textmessages are fixed

SHIFT-key can also be used to confirm selection

The Speed, Move and Basic- functions, which includes also the HyperNOS-feature must not be enabled again with G and H,after exit and enter of same car, but only if you change the vehicle.

And they can be disabled

More tuning-options, also for vehicle which are normally not tunableThen it's the risk of the user to try there anything.Colors and Wheels are always possible, for the rest it depends how you have modified carmods.dat or veh_mods.ide.Does there exist an extra paintjob textur for such a vehicle is it also possible for shure.

Also Credits to "Delfi - Jernej L." author of ASI plugin loader, Garage Mod Manager and TXDworkshopBart Waterduck for Mission Builder and inspiration Patrik W. for teachingPlynton, spaceeinstein, Craig Kostelecky, Opius, ceej, Y_Less, Nubbel, sleeper777, Dutchy3010, Wesser and much more who made basic work on mission codingAlso Credits to brokenfish for NOScodeto GodGell for Helimagnetto "Hammer83" for GTA: San Andreas GXT Editorto "Jacob" for San Andreas Place Managerto "Scream2k4" for Ped Editorto Kam for Maxscriptto DexX for Maxscriptand to Demarest

no problem, you can play PmC final without using these effectsdisable hyperspeedNOS in menue Speed-Move-Basicsand don't choose the effects in on the right side of Neon menuedon't choose also the effect features of Special menue like red-blue Policelight, Turnlights, SignallightsI'm wondering, so many people was asking for lights on their car but i think each user will find his own favorite feature

Delete the files in folder cleo_save or move it into another directory.How many *.sav files do you find there?

The cleo saves can mess up the game in the case when you made a save but load it later with other scripts, i mean, maybe a script was removed which was present as you made the savegame.So the best for testing is, to load a savegame which was done with unmodded game and no associated cleo save file is available.

Other cleo scripts can disturb.Can you make a screenshot of the cleo folder and post it here?